2017-03-09 21:52:19 -08:00

104 lines
3.8 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using ClassicalSharp.Model;
using OpenTK;
namespace ClassicalSharp.Entities {
/// <summary> Entity component that performs model animation depending on movement speed and time. </summary>
public sealed class AnimatedComponent {
Game game;
Entity entity;
public AnimatedComponent(Game game, Entity entity) {
this.game = game;
this.entity = entity;
}
public float legXRot, armXRot, armZRot;
public float bobbingHor, bobbingVer, bobbingModel, tiltX, tiltY;
public float walkTime, swing, bobStrength = 1, velTiltStrength = 1;
internal float walkTimeO, walkTimeN, swingO, swingN;
internal float leftXRot, leftZRot, rightXRot, rightZRot;
/// <summary> Calculates the next animation state based on old and new position. </summary>
public void UpdateAnimState(Vector3 oldPos, Vector3 newPos, double delta) {
walkTimeO = walkTimeN;
swingO = swingN;
float dx = newPos.X - oldPos.X;
float dz = newPos.Z - oldPos.Z;
double distance = Math.Sqrt(dx * dx + dz * dz);
if (distance > 0.05) {
float walkDelta = (float)distance * 2 * (float)(20 * delta);
walkTimeN += walkDelta;
swingN += (float)delta * 3;
} else {
swingN -= (float)delta * 3;
}
Utils.Clamp(ref swingN, 0, 1);
}
const float armMax = 60 * Utils.Deg2Rad;
const float legMax = 80 * Utils.Deg2Rad;
const float idleMax = 3 * Utils.Deg2Rad;
const float idleXPeriod = (float)(2 * Math.PI / 5.0f);
const float idleZPeriod = (float)(2 * Math.PI / 3.5f);
/// <summary> Calculates the interpolated state between the last and next animation state. </summary>
public void GetCurrentAnimState(float t) {
swing = Utils.Lerp(swingO, swingN, t);
walkTime = Utils.Lerp(walkTimeO, walkTimeN, t);
float idleTime = (float)game.accumulator;
float idleXRot = (float)(Math.Sin(idleTime * idleXPeriod) * idleMax);
float idleZRot = (float)(idleMax + Math.Cos(idleTime * idleZPeriod) * idleMax);
armXRot = (float)(Math.Cos(walkTime) * swing * armMax) - idleXRot;
legXRot = -(float)(Math.Cos(walkTime) * swing * legMax);
armZRot = -idleZRot;
bobbingHor = (float)(Math.Cos(walkTime) * swing * (2.5f/16f));
bobbingVer = (float)(Math.Abs(Math.Sin(walkTime)) * swing * (2.5f/16f));
bobbingModel = (float)(Math.Abs(Math.Cos(walkTime)) * swing * (4.0f/16f));
DoTilt(ref bobStrength, !game.ViewBobbing || !entity.onGround);
if (entity is LocalPlayer) {
LocalPlayer p = (LocalPlayer)entity;
DoTilt(ref velTiltStrength, p.Hacks.Noclip || p.Hacks.Flying);
tiltX = (float)Math.Cos(walkTime) * swing * (0.15f * Utils.Deg2Rad);
tiltY = (float)Math.Sin(walkTime) * swing * (0.15f * Utils.Deg2Rad);
}
if (entity.Model is HumanoidModel || entity.Model is HumanoidModel)
CalcHumanAnim(idleXRot, idleZRot);
}
static void DoTilt(ref float tilt, bool reduce) {
if (reduce) tilt *= 0.84f;
else tilt += 0.1f;
Utils.Clamp(ref tilt, 0, 1);
}
void CalcHumanAnim(float idleXRot, float idleZRot) {
if (game.SimpleArmsAnim) {
leftXRot = armXRot; leftZRot = armZRot;
rightXRot = -armXRot; rightZRot = -armZRot;
} else {
PerpendicularAnim(0.23f, idleXRot, idleZRot, out leftXRot, out leftZRot);
PerpendicularAnim(0.28f, idleXRot, idleZRot, out rightXRot, out rightZRot);
rightXRot = -rightXRot; rightZRot = -rightZRot;
}
}
const float maxAngle = 110 * Utils.Deg2Rad;
void PerpendicularAnim(float flapSpeed, float idleXRot, float idleZRot,
out float xRot, out float zRot) {
float verAngle = (float)(0.5 + 0.5 * Math.Sin(walkTime * flapSpeed));
zRot = -idleZRot - verAngle * swing * maxAngle;
float horAngle = (float)(Math.Cos(walkTime) * swing * armMax * 1.5f);
xRot = idleXRot + horAngle;
}
}
}